export default class IconKObj extends godot.KinematicBody2D {
    constructor(x = 200, y = 200, img = "") {
        super();
        // 移动速度
        this.v = new godot.Vector2();
        // Area2D  碰撞对象体
        this.position = new godot.Vector2(x, y);
        // Sprite  外观
        var spr = new godot.Sprite();
        if (img) {
            spr.texture = godot.load(img);
        }
        else {
            spr.texture = godot.load("res://assets/coin.png");
        }
        this.add_child(spr);
        // Shape   碰撞盒
        let shape = new godot.RectangleShape2D();
        let w = spr.texture.get_width();
        let h = spr.texture.get_height();
        shape.extents = new godot.Vector2(w / 2, h / 2);
        let oid = this.create_shape_owner(this);
        this.shape_owner_add_shape(oid, shape);
        // KObj无法响应Area2D信号
    }
    _physics_process(delta) {
        this.handleInput();
        // 在Kobj处理与Obj的碰撞信息
        let res = this.move_and_collide(this.v);
        if (res) {
            console.log(new Date(), "碰撞到");
        }
    }
    handleInput() {
        this.v = new godot.Vector2();
        let d = 3;
        if (godot.Input.is_key_pressed(godot.KEY_D)) {
            this.v.x = d;
        }
        if (godot.Input.is_key_pressed(godot.KEY_A)) {
            this.v.x = -d;
        }
        if (godot.Input.is_key_pressed(godot.KEY_W)) {
            this.v.y = -d;
        }
        if (godot.Input.is_key_pressed(godot.KEY_S)) {
            this.v.y = d;
        }
    }
}
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